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@@ -25,12 +25,12 @@ extern "C" { |
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#define NVG_ANTIALIAS 1 |
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#ifdef NANOVG_GLES3_IMPLEMENTATION |
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# ifndef NANOVG_GLES3 |
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# define NANOVG_GLES3 |
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# endif |
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# ifndef NANOVG_GL3_IMPLEMENTATION |
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# define NANOVG_GL3_IMPLEMENTATION |
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# endif |
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# ifndef NANOVG_GLES3 |
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# define NANOVG_GLES3 |
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# endif |
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# ifndef NANOVG_GL3_IMPLEMENTATION |
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# define NANOVG_GL3_IMPLEMENTATION |
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# endif |
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#endif |
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#ifdef NANOVG_GLES3 |
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@@ -140,7 +140,7 @@ struct GLNVGcontext { |
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int textureId; |
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GLuint vertArr; |
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GLuint vertBuf; |
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GLuint uboViewBuf; |
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GLuint uboViewBuf; |
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GLuint uboFragBuf; |
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int uboPosAlignment; |
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int edgeAntiAlias; |
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@@ -157,7 +157,6 @@ struct GLNVGcontext { |
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}; |
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static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) |
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{ |
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struct GLNVGtexture* tex = NULL; |
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@@ -267,8 +266,8 @@ static int glnvg__createShader(struct GLNVGshader* shader, const char* name, con |
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glAttachShader(prog, vert); |
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glAttachShader(prog, frag); |
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glBindAttribLocation(prog, 0, "vertex"); |
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glBindAttribLocation(prog, 1, "tcoord"); |
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glBindAttribLocation(prog, 0, "vertex"); |
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glBindAttribLocation(prog, 1, "tcoord"); |
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glLinkProgram(prog); |
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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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@@ -331,7 +330,7 @@ static int glnvg__renderCreate(void* uptr) |
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#else |
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"#version 150 core\n" |
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#endif |
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"layout(std140) uniform uboFrag {\n" |
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"layout(std140) uniform uboFrag {\n" |
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" mat3 scissorMat;\n" |
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" mat3 paintMat;\n" |
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" vec4 innerCol;\n" |
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@@ -344,7 +343,7 @@ static int glnvg__renderCreate(void* uptr) |
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" float strokeMult;\n" |
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" int texType;\n" |
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" int type;\n" |
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"};\n" |
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"};\n" |
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"uniform sampler2D tex;\n" |
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"in vec2 ftcoord;\n" |
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"in vec2 fpos;\n" |
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@@ -405,7 +404,7 @@ static int glnvg__renderCreate(void* uptr) |
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#else |
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"#version 150 core\n" |
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#endif |
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"layout(std140) uniform uboFrag {\n" |
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"layout(std140) uniform uboFrag {\n" |
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" mat3 scissorMat;\n" |
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" mat3 paintMat;\n" |
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" vec4 innerCol;\n" |
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@@ -418,7 +417,7 @@ static int glnvg__renderCreate(void* uptr) |
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" float strokeMult;\n" |
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" int texType;\n" |
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" int type;\n" |
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"};\n" |
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"};\n" |
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"uniform sampler2D tex;\n" |
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"in vec2 ftcoord;\n" |
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"in vec2 fpos;\n" |
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@@ -482,13 +481,13 @@ static int glnvg__renderCreate(void* uptr) |
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glGenVertexArrays(1, &gl->vertArr); |
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glGenBuffers(1, &gl->vertBuf); |
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// Create UBOs |
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glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOVIEW], GLNVG_UBO_VIEW_BINDING); |
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glGenBuffers(1, &gl->uboViewBuf); |
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glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOFRAG], GLNVG_UBO_FRAG_BINDING); |
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glGenBuffers(1, &gl->uboFragBuf); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &gl->uboPosAlignment); |
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gl->uboPosAlignment = sizeof( struct GLNVGuboFrag ) + gl->uboPosAlignment - sizeof( struct GLNVGuboFrag ) % gl->uboPosAlignment; |
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// Create UBOs |
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glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOVIEW], GLNVG_UBO_VIEW_BINDING); |
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glGenBuffers(1, &gl->uboViewBuf); |
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glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOFRAG], GLNVG_UBO_FRAG_BINDING); |
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glGenBuffers(1, &gl->uboFragBuf); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &gl->uboPosAlignment); |
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gl->uboPosAlignment = sizeof(struct GLNVGuboFrag) + gl->uboPosAlignment - sizeof(struct GLNVGuboFrag) % gl->uboPosAlignment; |
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glnvg__checkError("done"); |
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@@ -597,19 +596,6 @@ static void glnvg__xformInverse(float* inv, float* t) |
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inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); |
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} |
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static void glnvg__xformToMat3x3(float* m3, float* t) |
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{ |
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m3[0] = t[0]; |
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m3[1] = t[1]; |
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m3[2] = 0.0f; |
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m3[3] = t[2]; |
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m3[4] = t[3]; |
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m3[5] = 0.0f; |
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m3[6] = t[4]; |
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m3[7] = t[5]; |
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m3[8] = 1.0f; |
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} |
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static void glnvg__xformToMat3x4(float* m3, float* t) |
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{ |
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m3[0] = t[0]; |
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@@ -628,7 +614,7 @@ static void glnvg__xformToMat3x4(float* m3, float* t) |
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static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, struct GLNVGuboFrag* uboBuff) |
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{ |
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struct GLNVGuboFrag ubo; |
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struct GLNVGuboFrag ubo; |
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glnvg__toFloatColor(ubo.innerCol, paint->innerColor); |
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glnvg__toFloatColor(ubo.outerCol, paint->outerColor); |
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struct GLNVGtexture* tex = NULL; |
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@@ -651,19 +637,19 @@ static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, |
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ubo.scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]); |
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ubo.scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]); |
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} |
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memcpy( ubo.extent, paint->extent, sizeof( ubo.extent ) ); |
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ubo.strokeMult = width*0.5f + 0.5f; |
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memcpy( ubo.extent, paint->extent, sizeof( ubo.extent ) ); |
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ubo.strokeMult = width*0.5f + 0.5f; |
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if (paint->image != 0) { |
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tex = glnvg__findTexture(gl, paint->image); |
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if (tex == NULL) return 0; |
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ubo.type = NSVG_SHADER_FILLIMG; |
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ubo.texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; |
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ubo.texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; |
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glnvg__checkError("tex paint loc"); |
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} else { |
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ubo.type = NSVG_SHADER_FILLGRAD; |
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ubo.radius = paint->radius; |
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ubo.feather = paint->feather; |
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ubo.radius = paint->radius; |
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ubo.feather = paint->feather; |
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glnvg__checkError("grad paint loc"); |
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} |
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*uboBuff = ubo; |
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@@ -672,7 +658,7 @@ static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, |
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static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, int* uboPos) |
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{ |
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glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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*uboPos += gl->uboPosAlignment; |
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if (paint->image != 0) { |
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struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image); |
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@@ -696,40 +682,33 @@ static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call, int* ub |
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int npaths = call->pathCount, i; |
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if (npaths == 1 && paths[0].convex) { |
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glnvg__setupPaint(gl, &call->paint, uboPos); |
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for (i = 0; i < npaths; i++) { |
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for (i = 0; i < npaths; i++) |
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glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); |
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} |
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if (gl->edgeAntiAlias) { |
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// Draw fringes |
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for (i = 0; i < npaths; i++) { |
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for (i = 0; i < npaths; i++) |
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glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
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} |
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} |
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} else { |
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// Draw shapes |
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glDisable(GL_BLEND); |
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glEnable(GL_STENCIL_TEST); |
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glStencilMask(0xff); |
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glStencilFunc(GL_ALWAYS, 0, ~0); |
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glStencilFunc(GL_ALWAYS, 0, ~0L); |
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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// set bindpoint for solid loc |
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glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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*uboPos += gl->uboPosAlignment; |
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glnvg__checkError("fill solid loc"); |
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glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); |
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glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); |
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glDisable(GL_CULL_FACE); |
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for (i = 0; i < npaths; i++) { |
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for (i = 0; i < npaths; i++) |
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glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); |
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} |
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glEnable(GL_CULL_FACE); |
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// Draw aliased off-pixels |
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@@ -741,11 +720,9 @@ static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call, int* ub |
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if (gl->edgeAntiAlias) { |
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glStencilFunc(GL_EQUAL, 0x00, 0xff); |
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
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// Draw fringes |
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for (i = 0; i < npaths; i++) { |
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for (i = 0; i < npaths; i++) |
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glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
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} |
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} |
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// Draw fill |
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@@ -761,27 +738,20 @@ static void glnvg__stroke(struct GLNVGcontext* gl, struct GLNVGcall* call, int* |
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{ |
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struct GLNVGpath* paths = &gl->paths[call->pathOffset]; |
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int npaths = call->pathCount, i; |
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glnvg__setupPaint(gl, &call->paint, uboPos); |
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// Draw Strokes |
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for (i = 0; i < npaths; i++) { |
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for (i = 0; i < npaths; i++) |
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glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); |
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} |
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} |
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static void glnvg__triangles(struct GLNVGcontext* gl, struct GLNVGcall* call, int* uboPos) |
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{ |
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struct GLNVGtexture* tex = glnvg__findTexture(gl, call->paint.image); |
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if (tex != NULL) { |
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if (tex != NULL) |
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glBindTexture(GL_TEXTURE_2D, tex->tex); |
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} |
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glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); |
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*uboPos += gl->uboPosAlignment; |
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glnvg__checkError("tris solid img loc"); |
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glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount); |
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} |
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@@ -797,28 +767,23 @@ static void glnvg__renderFlush(void* uptr) |
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// upload ubo for frag shaders - maximum ubos is 2x num calls |
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glBindBuffer(GL_UNIFORM_BUFFER, gl->uboFragBuf); |
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glBufferData(GL_UNIFORM_BUFFER, 2 * gl->ncalls * sizeof(struct GLNVGuboFrag), 0, GL_STREAM_DRAW); |
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glBufferData(GL_UNIFORM_BUFFER, 3 * gl->ncalls * sizeof(struct GLNVGuboFrag), 0, GL_STREAM_DRAW); |
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char* buff = (char*)glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); |
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for (i = 0; i < gl->ncalls; i++) { |
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struct GLNVGcall* call = &gl->calls[i]; |
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struct GLNVGuboFrag* ubo = (struct GLNVGuboFrag*)buff; |
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if (call->type == GLNVG_FILL) |
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{ |
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if (call->type == GLNVG_FILL) { |
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if (!(call->pathCount == 1 && gl->paths[call->pathOffset].convex)) { |
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ubo->type = NSVG_SHADER_SIMPLE; |
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buff += gl->uboPosAlignment;; |
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buff += gl->uboPosAlignment; |
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ubo = (struct GLNVGuboFrag*)buff; |
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} |
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glnvg__setupPaintUBO(gl, &call->paint, &call->scissor, 1.0001f, ubo); |
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buff += gl->uboPosAlignment; |
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} |
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else if (call->type == GLNVG_STROKE) |
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{ |
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} else if (call->type == GLNVG_STROKE) { |
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glnvg__setupPaintUBO(gl, &call->paint, &call->scissor, call->strokeWidth, ubo); |
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buff += gl->uboPosAlignment; |
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} |
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else if (call->type == GLNVG_TRIANGLES) |
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{ |
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} else if (call->type == GLNVG_TRIANGLES) { |
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struct GLNVGtexture* tex = glnvg__findTexture(gl, call->paint.image); |
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glnvg__toFloatColor(ubo->innerCol, call->paint.innerColor); |
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ubo->texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; |
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@@ -836,7 +801,7 @@ static void glnvg__renderFlush(void* uptr) |
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glEnableVertexAttribArray(1); |
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)0); |
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(0 + 2*sizeof(float))); |
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// once per frame set ubo for view |
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glBindBuffer(GL_UNIFORM_BUFFER, gl->uboViewBuf); |
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glBufferData(GL_UNIFORM_BUFFER, sizeof(gl->view), 0, GL_STREAM_DRAW); |
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